        precision lowp float;
        varying vec4 vColor;				
        varying vec2 vTextureCoord;					
        uniform sampler2D uSampler;								
        void main(void)									
        {
            vec4 c = texture2D(uSampler, vTextureCoord);
            c.a = 1.0;						
            gl_FragColor = vColor * c;
        }
		